GodotVR / godot_oculus_mobile

Godot Oculus mobile drivers (Oculus Go / Oculus Quest)
MIT License
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Export APK works fine, but unable to run in Godot IDE: "No library set for this platform" #137

Open dav opened 3 years ago

dav commented 3 years ago

I am on Ubuntu Linux on an Intel laptop, running Godot v3.3.2.stable.official.

I have created the example project as outlined here

I can export the project as an APK, load it on my Quest and it runs fine.

However when I attempt to run the project in the IDE, the preload("res://addons/godot_ovrmobile/OvrInitConfig.gdns") is returning null and the Errors tab shows No library set for this platform. Is it impossible to run Oculus plugin based projects in the Godot IDE on Intel? If so I would request that gets stated in the README for this project somewhere.

Further details:

The addons/godot_ovrmobile/OvrInitConfig.gdns does exist but I see by inspecting this text file that it is referencing addons/godot_ovrmobile/godot_ovrmobile.gdnlib and that file looks like this:

[general]

singleton=true
load_once=true
symbol_prefix="godot_ovrmobile_"
reloadable=false

[entry]

Android.arm64-v8a="res://addons/godot_ovrmobile/libs/arm64-v8a/libgodot_ovrmobile.so"

[dependencies]

Android.arm64-v8a=[ "res://addons/godot_ovrmobile/libs/arm64-v8a/libvrapi.so" ]

So if I had to guess, it appears that only arm is supported, unless there is some other way to set this up to work on Intel based systems?

BenMcLean commented 3 years ago

I am getting this "No library set for this platform" message every time my program starts on PC but it doesn't prevent the program from running so I haven't looked too much into it. But it could be godot oculus mobile trying to load on PC when it should only load on Android.